// misc/misc_exporter_collada.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import { GUI } from './jsm/libs/lil-gui.module.min.js';

import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { ColladaExporter } from './jsm/exporters/ColladaExporter.js';
import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';


var requestId
Page({
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
	    webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
  async onLoad(){
const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
let camera, scene, renderer;
let cameraControls;
let effectController;
const teapotSize = 100; // vertical height of the teapot is about 2x this, we scale it to millimeters.
let ambientLight, light;

let tess = - 1;	// force initialization
let bBottom;
let bLid;
let bBody;
let bFitLid;
let bNonBlinn;
let shading;
let vertexColors;
let wireMaterial, flatMaterial, gouraudMaterial, phongMaterial, texturedMaterial, normalMaterial, reflectiveMaterial;

let teapot, textureCube;

// allocate these just once
const diffuseColor = new THREE.Color();
const specularColor = new THREE.Color();

init();
render();

function init() {

    const container = document.createElement( 'div' );
    document.body.appendChild( container );

    const canvasWidth = window.innerWidth;
    const canvasHeight = window.innerHeight;

    // CAMERA
    camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
    camera.position.set( - 150, 137.5, 325 );

    // LIGHTS
    ambientLight = new THREE.AmbientLight( 0x333333 );	// 0.2

    light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
    // direction is set in GUI

    // RENDERER
    renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( canvasWidth, canvasHeight );
    renderer.outputEncoding = THREE.sRGBEncoding;
    container.appendChild( renderer.domElement );

    // EVENTS
    window.addEventListener( 'resize', onWindowResize );

    // CONTROLS
    cameraControls = new OrbitControls( camera, renderer.domElement );
    cameraControls.addEventListener( 'change', render );

    // TEXTURE MAP
    const loader = new THREE.TextureLoader( );

    const textureMap = loader.load( 'textures/uv_grid_opengl.jpg' );
    textureMap.wrapS = textureMap.wrapT = THREE.RepeatWrapping;
    textureMap.anisotropy = 16;
    textureMap.encoding = THREE.sRGBEncoding;

    // NORMAL MAP

    const diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
    const normalMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );

    // REFLECTION MAP
    const path = 'textures/cube/pisa/';
    const urls = [
        path + 'px.png', path + 'nx.png',
        path + 'py.png', path + 'ny.png',
        path + 'pz.png', path + 'nz.png'
    ];

    textureCube = new THREE.CubeTextureLoader().load( urls );
    textureCube.encoding = THREE.sRGBEncoding;

    // MATERIALS
    const materialColor = new THREE.Color();
    materialColor.setRGB( 1.0, 1.0, 1.0 );

    wireMaterial = new THREE.MeshBasicMaterial( { color: 0xFFFFFF, wireframe: true } );

    flatMaterial = new THREE.MeshPhongMaterial( { color: materialColor, specular: 0x000000, flatShading: true, side: THREE.DoubleSide } );

    gouraudMaterial = new THREE.MeshLambertMaterial( { color: materialColor, side: THREE.DoubleSide } );

    phongMaterial = new THREE.MeshPhongMaterial( { color: materialColor, side: THREE.DoubleSide } );

    texturedMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: textureMap, side: THREE.DoubleSide } );

    normalMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: diffuseMap, normalMap: normalMap, side: THREE.DoubleSide } );

    reflectiveMaterial = new THREE.MeshPhongMaterial( { color: materialColor, envMap: textureCube, side: THREE.DoubleSide } );

    // scene itself
    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0xAAAAAA );

    scene.add( ambientLight );
    scene.add( light );

    // GUI
    setupGui();

}

// EVENT HANDLERS

function onWindowResize() {

    const canvasWidth = window.innerWidth;
    const canvasHeight = window.innerHeight;

    renderer.setSize( canvasWidth, canvasHeight );

    camera.aspect = canvasWidth / canvasHeight;
    camera.updateProjectionMatrix();

    render();

}

function setupGui() {

    effectController = {

        shininess: 40.0,
        ka: 0.17,
        kd: 0.51,
        ks: 0.2,
        metallic: true,

        hue:	0.121,
        saturation: 0.73,
        lightness: 0.66,

        lhue:	0.04,
        lsaturation: 0.01,	// non-zero so that fractions will be shown
        llightness: 1.0,
        vertexColors: false,

        // bizarrely, if you initialize these with negative numbers, the sliders
        // will not show any decimal places.
        lx: 0.32,
        ly: 0.39,
        lz: 0.7,
        newTess: 15,
        bottom: true,
        lid: true,
        body: true,
        fitLid: false,
        nonblinn: false,
        newShading: 'glossy',

        export: exportCollada
    };

    let h;

    const gui = new GUI();

    // material (attributes)

    h = gui.addFolder( 'Material control' );

    h.add( effectController, 'shininess', 1.0, 400.0, 1.0 ).name( 'shininess' ).onChange( render );
    h.add( effectController, 'kd', 0.0, 1.0, 0.025 ).name( 'diffuse strength' ).onChange( render );
    h.add( effectController, 'ks', 0.0, 1.0, 0.025 ).name( 'specular strength' ).onChange( render );
    h.add( effectController, 'metallic' ).onChange( render );

    // material (color)

    h = gui.addFolder( 'Material color' );

    h.add( effectController, 'hue', 0.0, 1.0, 0.025 ).name( 'hue' ).onChange( render );
    h.add( effectController, 'saturation', 0.0, 1.0, 0.025 ).name( 'saturation' ).onChange( render );
    h.add( effectController, 'lightness', 0.0, 1.0, 0.025 ).name( 'lightness' ).onChange( render );
    h.add( effectController, 'vertexColors' ).onChange( render );

    // light (point)

    h = gui.addFolder( 'Lighting' );

    h.add( effectController, 'lhue', 0.0, 1.0, 0.025 ).name( 'hue' ).onChange( render );
    h.add( effectController, 'lsaturation', 0.0, 1.0, 0.025 ).name( 'saturation' ).onChange( render );
    h.add( effectController, 'llightness', 0.0, 1.0, 0.025 ).name( 'lightness' ).onChange( render );
    h.add( effectController, 'ka', 0.0, 1.0, 0.025 ).name( 'ambient' ).onChange( render );

    // light (directional)

    h = gui.addFolder( 'Light direction' );

    h.add( effectController, 'lx', - 1.0, 1.0, 0.025 ).name( 'x' ).onChange( render );
    h.add( effectController, 'ly', - 1.0, 1.0, 0.025 ).name( 'y' ).onChange( render );
    h.add( effectController, 'lz', - 1.0, 1.0, 0.025 ).name( 'z' ).onChange( render );

    h = gui.addFolder( 'Tessellation control' );
    h.add( effectController, 'newTess', [ 2, 3, 4, 5, 6, 8, 10, 15, 20, 30, 40, 50 ] ).name( 'Tessellation Level' ).onChange( render );
    h.add( effectController, 'lid' ).name( 'display lid' ).onChange( render );
    h.add( effectController, 'body' ).name( 'display body' ).onChange( render );
    h.add( effectController, 'bottom' ).name( 'display bottom' ).onChange( render );
    h.add( effectController, 'fitLid' ).name( 'snug lid' ).onChange( render );
    h.add( effectController, 'nonblinn' ).name( 'original scale' ).onChange( render );

    // shading

    gui.add( effectController, 'newShading', [ 'wireframe', 'flat', 'smooth', 'glossy', 'textured', 'normal', 'reflective' ] ).name( 'Shading' ).onChange( render );

    h = gui.addFolder( 'Export' );
    h.add( effectController, 'export' ).name( 'Export Collada' );

}


//

function render() {

    if ( effectController.newTess !== tess ||
        effectController.bottom !== bBottom ||
        effectController.lid !== bLid ||
        effectController.body !== bBody ||
        effectController.fitLid !== bFitLid ||
        effectController.nonblinn !== bNonBlinn ||
        effectController.newShading !== shading ||
        effectController.vertexColors !== vertexColors ) {

        tess = effectController.newTess;
        bBottom = effectController.bottom;
        bLid = effectController.lid;
        bBody = effectController.body;
        bFitLid = effectController.fitLid;
        bNonBlinn = effectController.nonblinn;
        shading = effectController.newShading;
        vertexColors = effectController.vertexColors;

        createNewTeapot();

    }

    // We're a bit lazy here. We could check to see if any material attributes changed and update
    // only if they have. But, these calls are cheap enough and this is just a demo.
    phongMaterial.shininess = effectController.shininess;
    texturedMaterial.shininess = effectController.shininess;
    normalMaterial.shininess = effectController.shininess;

    diffuseColor.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
    if ( effectController.metallic ) {

        // make colors match to give a more metallic look
        specularColor.copy( diffuseColor );

    } else {

        // more of a plastic look
        specularColor.setRGB( 1, 1, 1 );

    }

    diffuseColor.multiplyScalar( effectController.kd );
    flatMaterial.color.copy( diffuseColor );
    gouraudMaterial.color.copy( diffuseColor );
    phongMaterial.color.copy( diffuseColor );
    texturedMaterial.color.copy( diffuseColor );
    normalMaterial.color.copy( diffuseColor );

    specularColor.multiplyScalar( effectController.ks );
    phongMaterial.specular.copy( specularColor );
    texturedMaterial.specular.copy( specularColor );
    normalMaterial.specular.copy( specularColor );

    // Ambient's actually controlled by the light for this demo
    ambientLight.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness * effectController.ka );

    light.position.set( effectController.lx, effectController.ly, effectController.lz );
    light.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );

    // skybox is rendered separately, so that it is always behind the teapot.
    if ( shading === 'reflective' ) {

        scene.background = textureCube;

    } else {

        scene.background = null;

    }

    renderer.render( scene, camera );

}

// Whenever the teapot changes, the scene is rebuilt from scratch (not much to it).
function createNewTeapot() {

    if ( teapot !== undefined ) {

        teapot.geometry.dispose();
        scene.remove( teapot );

    }

    const teapotGeometry = new TeapotGeometry( teapotSize,
        tess,
        effectController.bottom,
        effectController.lid,
        effectController.body,
        effectController.fitLid,
        ! effectController.nonblinn );

    teapot = new THREE.Mesh(
        teapotGeometry,
        shading === 'wireframe' ? wireMaterial : (
            shading === 'flat' ? flatMaterial : (
                shading === 'smooth' ? gouraudMaterial : (
                    shading === 'glossy' ? phongMaterial : (
                        shading === 'textured' ? texturedMaterial : (
                            shading === 'normal' ? normalMaterial : reflectiveMaterial ) ) ) ) ) );	// if no match, pick Phong


    if ( effectController.vertexColors ) {

        teapot.geometry.computeBoundingBox();
        const minY = teapot.geometry.boundingBox.min.y;
        const maxY = teapot.geometry.boundingBox.max.y;
        const sizeY = maxY - minY;

        const colors = [];
        const position = teapot.geometry.getAttribute( 'position' );
        for ( let i = 0, l = position.count; i < l; i ++ ) {

            const y = position.getY( i );
            const r = ( y - minY ) / sizeY;
            const b = 1.0 - r;

            colors.push( r * 128, 0, b * 128 );

        }

        teapot.geometry.setAttribute( 'color', new THREE.Uint8BufferAttribute( colors, 3, true ) );
        teapot.material.vertexColors = true;
        teapot.material.needsUpdate = true;

    } else {

        teapot.geometry.deleteAttribute( 'color' );
        teapot.material.vertexColors = false;
        teapot.material.needsUpdate = true;

    }

    scene.add( teapot );

}

const exporter = new ColladaExporter();

function exportCollada() {

    const result = exporter.parse( teapot, undefined, { upAxis: 'Y_UP', unitName: 'millimeter', unitMeter: 0.001 } );
    let materialType = 'Phong';

    if ( shading === 'wireframe' ) {

        materialType = 'Constant';

    }

    if ( shading === 'smooth' ) {

        materialType = 'Lambert';

    }

    saveString( result.data, 'teapot_' + shading + '_' + materialType + '.dae' );

    result.textures.forEach( tex => {

        saveArrayBuffer( tex.data, `${ tex.name }.${ tex.ext }` );

    } );

}

function save( blob, filename ) {

    link.href = URL.createObjectURL( blob );
    link.download = filename;
    link.click();

}

function saveString( text, filename ) {

    save( new Blob( [ text ], { type: 'text/plain' } ), filename );

}

function saveArrayBuffer( buffer, filename ) {

    save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );

}

const link = document.createElement( 'a' );
link.style.display = 'none';
document.body.appendChild( link );
}
})